**OK turns out the second option was the one I really wanted after all. The gridless Tin Army never got off the ground.
|Britain's 54's vs Scruby & Zinnbrigade 40's|
The rules are a bit of a witches' brew. Here's a brief rules summary: (as actually played)
With MacDuff on the Prairie
(an off the cuff set of rules)Units are 8 infantry, 4 cavalry or 1 gun and 3 crew.
Sequence: Make a deck with 1 card per turn.
Draw cards for initiative, chance and to track turns as per Tin Army.
Active army activates 1 unit or group at a time and moves and/or shoots or rallies then melees if in contact.
Infantry 2 dice +1 in column.
Arty 3 dice
Cavalry 4 dice
Lose high die to change formation, limber, mount etc. Turns are free.
Lose high die to cross passable obstacle or terrain. Cavalry and arty can't go in woods, swamp etc.
Add 1 die if following road.
Lose 1 die to move and shoot. May not shoot and charge.
Colonel may join and reroll 1 die.
Shooting 1 die per 1 gunner or 2 rifles.
Arty: 24" 4,5,6 hits, 48" 5,6
Infantry: 6" 4,5,6 hits, 12" 5'6 hits 24" 6 hits
Dismounted cavalry 6" 4,5,6 hits 12" 6 hits
Troops in cover, cavalry and artillery suffer 1/2 casualties. Carry remainders.
Melee. 1 die per 1 cavalryman, 2 infantry or 1 gunner. 5,6 hits, +1 if elite or shock trooos.
Troops in cover or behind obstacle suffer 1/2 hits.
Side suffering more hits retreats in disorder. If tie cavalry retreats 2d6 facing enemy, may dismount.
Leader may roll 1 die: 4,5,6= 1 hit cancelled or extra hit on enemy, 2,3 no effect, 1=dead.
Disorder. A disordered unit may not move or shoot
Morale. A unit which is below 1/2 strength must test the first time each turn that it takes hits including the hit that dropped it below 1/2. 4,5,6 carry on, 1,2,3 fall back a full move in disorder, 0 rout. +1 elite, -1 militia/irregular. Commander may reroll once.
An army which has lost over 1/2 of its units is defeated.
|Turn 1, The Canadians react to an outflanking move.|